uniform mat4	modelviewProjectionMatrix;
uniform mat4	modelviewMatrix;

attribute vec4	position_in;
attribute vec3	normal_in;
attribute vec4  color_in;

varying vec3 normal;
varying vec4 color;

void main()
{

	normal			= normalize(mat3(modelviewMatrix) * normal);
	color			= color_in;
	gl_Position 	= modelviewProjectionMatrix * position;
	
}